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MAX shots now originate from the camera, preventing that situation from the PTS where the shots were horizontally separated by about 50cm and would often go either side of infantry.

The PPA-II (the ground one) used to have a huge difference between the size of the blob-of-plasma graphic and the relatively small area of the projectile that would count as a hit. It seems they've increased the projectile size to match the graphic size, which should make direct hits against infantry a lot easier to achieve and means you don't have aim at their feet as much. They should totally do this with the Lasher!

No more predictive tracking on Strikers and Annihilators means that ESFs can now dodge all lock-ons without having to guess what type of rocket it is (Putting some terrain between you and and the rocket should now work consistently, otherwise slow to a stop while pointing your nose at the launcher and hit down-Vthrust)

Am I reading this right, or did the Flare get its hip-fire accuracy nerfed quite dramatically? It's not really a close range gun, is it?

so patch time has changed to 4 pm GMT and 5pm CET. Besides this it's no longer 90 minutes but 120 minutes.

edit: So, now it has no start time anymore. This is going to be fun tonight.

That's why I'm not playing tonight at all. Instead I'll try to do 26.5 page translation over night , sleep and then play with my boosts on. I need 500 more hours to get to BR100, so it'll take a while.

No more predictive tracking on Strikers and Annihilators means that ESFs can now dodge all lock-ons without having to guess what type of rocket it is (Putting some terrain between you and and the rocket should now work consistently, otherwise slow to a stop while pointing your nose at the launcher and hit down-Vthrust)

Yep, seems about right, the maximum lockon range is also reduced. Although projectile speed is up but not know how much. I really think this is a bad idea, I have spent quite a bit of time in the past few days getting to know the AA rocket launcher, and you get about 75% hits and 1 kill per 5 missles if you are lucky, this is mostly due to the abundance of flares, no 1 hit kills(good luck judging damage levels on enemy when the smoke isnt being drawn), the only thing going for the missles is the tracking, it has some sort of semi-clever terrain avoidance going on(or just path tracking but then it looks clever).

Really, if there is one thing I would have liked then its range, a enemy slamming its afterburner is already out of range quickly, and placing yourself so that the enemy is spending a maximum time overhead is difficult with limited ammo and often dangerous because it means occupying a position beyond the frontline or far from supporting units(ammo, armour, infantry etc).

Not quite sure what the whole purpose of this is, allow rocketpodders to gain a overhand again? Good news for libs though, should be much easier for them to stay out of range(just keep the altimeter at 500).

Well, to stop a couple of AA lock-on heavies with effectively infinite resources (most notably strikers, which are the ones who had a different tracking system) from creating area denial for air everywhere. The last month has been nowhere near as bad as the summer, but it's still pretty bad. Equiping AA lock-on is not very fun on an individual level, and it's not very effective. On a faction wide level though, it's extremely effective.

Plus, lock-ons are faster at shorter ranges now, so they are actually more effective vs. hovering lolpodders.

Patch notes only talked of "Launcher damage is now x, with these exceptions (such as striker dmg). I doubt Lancer damage would have been changed to same as every other "launcher", though it would be hilariously op for a few hours before they'd realize the amount of derp in that.

Yeah, holy shit did I get used fast to no fall damage. I think in the short time I died more to falling off stuff then to enemy fire.
Also, the Snowball gun is totaly useless but we should really do a silly monday were we all go and trial it and start a big snowballfight.

Res+ASC+Med is a nice combination. ASC maxed out allows you to get back into the fight fast, and not cowering exposed, as you wait for the shield to reactivate. Resist has the shortest downtime and the longest uptime of all shields. Medkits immediately restore you to full health. Really nice combo to minimize time where you are vulnerable.

Restoration kits don't work that well anymore. Since the health pool is smaller, the percentage of regeneration is smaller as well, so you don't regain health as fast. Plus, if you have a hit on your health, that means that also shields are down, and resist is inferior if you don't have full health and shields.

Also, for the time being, I reverted back to the SVA-88 (FWD Grip+Compensator+x1 reflex). Not bad, especially considering I've been using a subpar weapon like the Polaris. Fits Res+ASC style. Going to stick with it until I figure out the current meta a bit better. Had a lot of good streaks, minimum was 3, longest was 12.

Oh, and the Nemesis (G2A lockon) is not that good anymore. Slow projectile and severe trajectory drop-off. It feels as slow as the Decimator now. Perhaps I'll revert to the S1 (default dumbfire) as my standard RL.

Oh, and the Nemesis (G2A lockon) is not that good anymore. Slow projectile and severe trajectory drop-off. It feels as slow as the Decimator now. Perhaps I'll revert to the S1 (default dumbfire) as my standard RL.

Makes me a sad panda. But pretty much what other peoples have already told me. Outside of hovering/lolpodding ESFs it seems to be pretty much useless now. Looks like another weapon I have paid SC for which I wont be using in the coming months.